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Made in us
Bonkers Buggy Driver with Rockets






had a 2000 pt game
1st game with the new codex
vrs non competitive tau

the lists
Spoiler:

my list
=battalion bloodaxe
grots x10x3
wierboy warpath
MAbigmek,kff,dathinkin kap,bloodaxe warlord trait,breakin heads warlord trait ( reserved for turn 2 ded sneeky)
x3kmk
x3smasha guns
x3traktor kannons
=speerhead evilsunze
defdredds x3x2 (reserved for turn 2 telyport)
gorkanaut (reserved for turn 2 telyport)
meganobz x10 (deployed on board for turn 2 da jump, to make sure i dint have more then half my army in resevre)
wierboy dajump
=10cp

tau list
riptide with burst cannon
longstrike hammerhead
stealthsuits x3x4 (he mad e a mistake and brought more than 3 squads...i let it slide as long as he allowed me to engage walkers in combat in the 2nd lvl of ruins lol.)
devilfish with breacher sqaud
firewarriors x5x3
some drones
ghostkeel
some kroot
some pathfinders


played openwar, had to end early after turn 3, it was not clear as to who would win the battle if it continued.

only made 3 charges for defdredds for my big turn 2 drop, but had combat with everything turn 3.

ramming speed was great to guarantee charge for gorkanaut (didn't get 2nd turn charge becasue i was stupid and shot and killed his charge target),the defstorm shoota was surprisingly killy against infantry squads hiding in ruins

even without index krew shenanigans the mekguns are fairly survivable solely due to being separate squads with alot of wounds

evilsunz is the best way to charge after deepstrike, also helped meganobz close distance after they failed their 1st charge, definitely helped make their 2nd charge

bigmek didn't perform well becasue his kff wasn't needed to protect the meganobz and the gorkanaut (would be more useful if my opponent had more anti armor besides what i hadn't quickly destroyed from mek gun shooting). also was bad idea to have both the bloodaxe warlord trait and also my warlord in reserves (ability to recycle cp doesn't work until after he deployed, wont make that mistake again)

having the 3 types of mekgunz made my shooting very flexible but powerful, i had a better alpha strike then the tau did. i would suggest a good balance of these 3 mekguns if your unsure who your opponent will be. also, weird thing, any masive shhoting from mekguns into tau forced the tau player to charge my gunz. DDD on a kmk killed one of his commanders in overwatch lol.

DDD was great for mekguns (got alot of extra hits) and still happened often with my evil sunz walkers the few times they shot.

defdreds did ok in melee. some were 2 base saws and shootas, and others with 4 claws/saws. with the effectiveness of extra 2 attacks i would upgraded the rest with more saws/claws next time. and they are cheap enough that when i inevitably lost some to shooting it didn't feel like a great lose. they were all over the table harassing the tau.

=mvps
traktor kannons blew away the drones from ghostkeel (greatly decreasing its defense), ghostkeel would eventually be whittled down by smites and defdreedd melee, i didnt get a forced crash and burn yet, my target priority and awareness wasn't the best.

kmk left longstrike with 1 wound left after 1st turn shooting (long strike would die to shooting next turn), even with not many hits the damage alone seems to worth the new price. also killed the commander in overwatch.

smasha guns destroyed a riptide (didnt get a chance to overcharge shield). DDD realy hekped get those xtra shots and i rolled well the dmg and the to wound.

weirdboys near my mekguns are great for smiting any unit that would try to charge the guns to keep them from shooting.

=tau mvp
darkstrider and breachers make some nasty close quarters shooting. be careful charging vehicles into these gitz

alot of stealthsuits were meddlesome and still hard to take care of, would've brought more traktors?

=product reviews
i realy like the new ork dice. it was easy to tell what side was 1 and what was 6, also rolled fairly well all game except that turn i blew most of my charges,and they look proper looted

i also bought the mekshop but becasue i wanted more ork terrain. it comes with the same terrain as the speedfreeks box. after getting both speedfreaks and mekshop i had plenty of orky terrain to add to a thematic board.

edit
i gues my opponent figured i would win the game if it continued, were were fighting over objectives at the center of the table that allowed you to win if you held them at the end of turn 5. the tau player figured i would eventually beat him off it with my meganobz/gorkanuat.

This message was edited 4 times. Last update was at 2018/11/04 11:53:58


"dont put all yer boyz in one trukk" "umless its dredds, then take as much uf those as possible"

geargutz interpretation of the 'umies "eggs in one basket" 
   
Made in gb
Regular Dakkanaut




So maybe a bit of stupid question - but it seems you can't put 1 clan into another clans transport?

At the moment I'm trying to make a evil suns and deathskulls force work... essentially I want to maintain the ability to T1 jump 30 boyz with an 8" charge, but also get those lovely rerolls on everything else. The issue I'm facing is advance and charge auras... I can only really afford 2 warbosses in my list, and I'm thinking a biker boss, and the trike, now I really need them to be the same clan as everything they need to buff... hence the issue.

I'd be interested if anyone thinks they have a decent list with 2 bats of different clans.
   
Made in au
Flashy Flashgitz






geargutz wrote:
bigmek didn't perform well becasue his kff wasn't needed to protect the meganobz and the gorkanaut (would be more useful if my opponent had more anti armor besides what i hadn't quickly destroyed from mek gun shooting). also was bad idea to have both the bloodaxe warlord trait and also my warlord in reserves (ability to recycle cp doesn't work until after he deployed, wont make that mistake again)
I also noticed this, I'm dropping painboys and yeah maybe even KFF since you're deep striking so much your defense is the deepstrike, not the KFF anymore, and the KFF doesn't even work becuase hes on foot in your deployment. Mek Gun defence is often just good enough being small 6 wound units.

geargutz wrote:
having the 3 types of mekgunz made my shooting very flexible but powerful, i had a better alpha strike then the tau did. i would suggest a good balance of these 3 mekguns if your unsure who your opponent will be. also, weird thing, any masive shhoting from mekguns into tau forced the tau player to charge my gunz. DDD on a kmk killed one of his commanders in overwatch lol.
Unfortunately you cannot DDD Mek Gunz, they are comprised entirely of gretchin and are ineligible targets.

geargutz wrote:
=mvps
traktor kannons blew away the drones from ghostkeel (greatly decreasing its defense), ghostkeel would eventually be whittled down by smites and defdreedd melee, i didnt get a forced crash and burn yet, my target priority and awareness wasn't the best.

kmk left longstrike with 1 wound left after 1st turn shooting (long strike would die to shooting next turn), even with not many hits the damage alone seems to worth the new price. also killed the commander in overwatch.

smasha guns destroyed a riptide (didnt get a chance to overcharge shield). DDD realy hekped get those xtra shots and i rolled well the dmg and the to wound.

weirdboys near my mekguns are great for smiting any unit that would try to charge the guns to keep them from shooting.
yeah the Tau list your vsing wasnt very tuned, needs more fire warriors at least. But I agree, I brought 6 Mek Gunz in my list this weekend and felt like my alpha strike with those 6 shots alone was a lot of pressure.

geargutz wrote:
=tau mvp
darkstrider and breachers make some nasty close quarters shooting. be careful charging vehicles into these gitz

alot of stealthsuits were meddlesome and still hard to take care of, would've brought more traktors?
I feel like 4 traktors is enough, enough to kill an eldar flyer in 1 turn. But I'm having a hard time deciding. I'm going 4 traktor 4 smasha at the moment. Vs Tau I can see why you would want 100 traktor, they are pretty damn useless vs tyranids for example.

Thanks for the write up mate.
   
Made in us
Bonkers Buggy Driver with Rockets






mrtomski wrote:
So maybe a bit of stupid question - but it seems you can't put 1 clan into another clans transport?

At the moment I'm trying to make a evil suns and deathskulls force work... essentially I want to maintain the ability to T1 jump 30 boyz with an 8" charge, but also get those lovely rerolls on everything else. The issue I'm facing is advance and charge auras... I can only really afford 2 warbosses in my list, and I'm thinking a biker boss, and the trike, now I really need them to be the same clan as everything they need to buff... hence the issue.

I'd be interested if anyone thinks they have a decent list with 2 bats of different clans.


wartrike ability only works on "clan" bikers/vehicles. his buff will only benefit his own clan. ive had to reread all list entries and buffs when ive been making my lists. its possible to do mutable detachments with different clans but dont expect much shared buffs.

"dont put all yer boyz in one trukk" "umless its dredds, then take as much uf those as possible"

geargutz interpretation of the 'umies "eggs in one basket" 
   
Made in au
Flashy Flashgitz






mrtomski wrote:
So maybe a bit of stupid question - but it seems you can't put 1 clan into another clans transport?

At the moment I'm trying to make a evil suns and deathskulls force work... essentially I want to maintain the ability to T1 jump 30 boyz with an 8" charge, but also get those lovely rerolls on everything else. The issue I'm facing is advance and charge auras... I can only really afford 2 warbosses in my list, and I'm thinking a biker boss, and the trike, now I really need them to be the same clan as everything they need to buff... hence the issue.

I'd be interested if anyone thinks they have a decent list with 2 bats of different clans.


My list has three atm. Predominantly evil sunz green tide and mek gunz. 3x10 grots, weirdboy and big mek as blood axes, and three deffskull wartrikes.
   
Made in us
Krazed Killa Kan






State of Jefferson

Couldn't sleep so I tried to do math instead of counting sheep. Then I got stumped and had to break out the calculator. I 'think' these numbers are correct:

BadMoons with D!3 Shooting:
-Of the dice you initially pick up, I think you can count on 46% converting to hits after Rerolls and shot generation.

Goffs in melee with their kultur in effect:
-Of the dice you initially pick up, I think you can count on 77% converting to hits after hit generation.

This means that if 50 BadMoon shootas are popping off, after the dust settles you 'should' have 46 hits...

Same with 33 Goff Slugga Choppa Boyz. You should eventually be rolling 77 dice to wound.

Just the way I will think about it. Next I think I may need to cypher on If the Snakebites (or whichever get the invuln) with a painboy will eventually get more hits than goffs if they have to endure a round of being shot at.

This message was edited 2 times. Last update was at 2018/11/04 12:13:41


 
   
Made in us
Bonkers Buggy Driver with Rockets






 hollow one wrote:
Unfortunately you cannot DDD Mek Gunz, they are comprised entirely of gretchin and are ineligible targets.


mekgunz/grots/kilakanz can still use DDD. there is no rule prohibiting it (just the use of clain traits and strategems)

"dont put all yer boyz in one trukk" "umless its dredds, then take as much uf those as possible"

geargutz interpretation of the 'umies "eggs in one basket" 
   
Made in gb
Longtime Dakkanaut




Do tend to wonder if its worth waiting until the FAQ before assembling any models in anything other than an "obvious" way, to avoid the FAQ issues - given it should be a fortnight and it will take that long to play this through and can proxy a few oddball choices.

Still need to work out the impact on my lot but its changed enough its not a case of re-point my old list, this is a ground up re-write, and will involve a box of boyz and the spare tankbusta bomb arms I have laid about to get that modelled in.

happy the Big Shoota got cheaper, still not sure its worth 5 points but with DDD it may be worth a look
   
Made in gb
Grovelin' Grot





fe40k wrote:
https://www.dakkadakka.com/dakkaforum/posts/list/766233.page

It won’t last past the faq; but enjoy those 2++ Meganobz while you can, Boyz. Wouldn’t try it in casual tables (they’ll just hit you instead of hitting the nobz), but in a tournament, well... RAW is RAW. . .


So this guy is saying Meganobz have the potential to get an invunerable 2up save?

Yeah, even if that is the case I would never play that stratagem, with that intention and if someone tried that against me tournament or not I would pack up all my stuff immediately and tell them to get f*cked. Also I’m pretty sure somewhere in the BRB it says something about players using their discretion with some interpretation of rules, or words to that effect.

On a separate note, do index options get the Dakka Dakka Dakka rule?
I presume they don’t. Also I really can’t tell if kanz and mek gunz get the Klan Kulture, does anyone else know?



   
Made in us
Stealthy Space Wolves Scout





Florida

 JimOnMars wrote:
leopard wrote:
Wondering on grenades, we have the "one in ten may carry a tankbusta bomb" thing, usually only one model can lob a grenade - but the "morr stickbombs" thing allows up to ten.

guessing a mob of 30 boys that would mean three tankbusta and seven normal?

still sounds moderately dangerous but does mean marking who has them, and just a nasty suprise
That's what I'm doing. I cannibalized all of mine for kitbashed tankbustas. As soon as i heard about boyz with meltabombs, I bought out all of them from WindowBox on ebay. Should have 14 in my mailbox today.


Invest in Instant mold and some green stuff. Will save time and money chasing down and buying bits. I have duplicated tons of deathwatch bits and shoulder pads as well as countless other hard to find or overpriced little odds and ends. How much did 14 tankbusta bombs set you back? Get this mold and next time you can copy any bit and not have to even search for it and the mold can be melted down and used again to make other bits.
[Thumb - IMG_6616.JPG]

This message was edited 1 time. Last update was at 2018/11/04 13:10:32


 
   
Made in nl
Crazed Spirit of the Defiler




leopard wrote:
Do tend to wonder if its worth waiting until the FAQ before assembling any models in anything other than an "obvious" way, to avoid the FAQ issues - given it should be a fortnight and it will take that long to play this through and can proxy a few oddball choices.

Still need to work out the impact on my lot but its changed enough its not a case of re-point my old list, this is a ground up re-write, and will involve a box of boyz and the spare tankbusta bomb arms I have laid about to get that modelled in.

happy the Big Shoota got cheaper, still not sure its worth 5 points but with DDD it may be worth a look


Think it might be better to wait. I really want my 3 Biker Nobz to have dual Killsawz now and have found the bitz to create them from (2 seem to be legit killsaw bits in the Nobz kit, two Big Choppa heads that can work as a saw, and 2 DeffDread saws that are still on their sprues) but I don't want my invenshun to become illegal in two weeks.

This message was edited 1 time. Last update was at 2018/11/04 13:25:19


 
   
Made in gb
Longtime Dakkanaut






Having had some time to look over it, I'm overall pretty pleased with this Codex. Seems like the points reductions should go some way towards solving the Index issue of it rarely being worthwhile to take any fun stuff in favour of ploughing that cost into yet more Boyz. Looking forward to trying out some more varied lists without feeling like I'm totally mugging myself off.

Still a bit sore about the MA Warboss and regular Big Mek getting booted, but I guess there's always the Index for now.

This message was edited 1 time. Last update was at 2018/11/04 13:40:43


 
   
Made in za
Moldy Mushroom





Feels like I could do a little Batrep of how my game went yesterday. Picked up the codex early that day and very quickly sat with a calculator making a list.

I wanted to test out the tellyporta strike on a dread mob but all my kanz were in da shop gettin dismanteled and bein made all shiny like so not a true dread mob happened.

It was:
Spoiler:

Main Force: Freebooterz

Battalion(5CP):

HQ:

Big mek Lucky Bitz on his bike with KFF, courtesy of the index and my refusal to let go of my warlord for yonks. - WL trait: Killa Reputation

Wigglygob da Warp'ead: Powers: Warpath + Da Krunch

Troops:

Grots X10

Grots X10

Grots X10

Elites:

Ol' Krumpsta - Runtherd

Raifkuttaz' SkullBustaz - 5 nobs with kombi skorchas + big choppas

Tankbustas X10

Heavy support:

Sandy - Gorkanaut

Tinead gitz - 3x Deff Dreadz with various weapons, based on how I modeled them. one had 3 sawz and a skorcha, one had 2 klawz, a saw, and a rokkit launcha, and the last one had 2 klaws and 2 KMBs

Da skurvy squigeaters - 3 mek gunz, all traktor kannons.

Dedicated transport:
1 Trukk - "Da Skallywaggun" with a wrecking anchor and a big shoota (had to take off my rokkit )

2nd Force: Blood Axes

Battalion (5cp):

HQ:

Raifkutta - Warboss, Relic: Da finkin' Kap; giving him a warlord trait, which, in turn was "I've got a plan, ladz!"

Jumpa - Weirdboy Power: Da jump (Fun fact, both warpath and Da jump affect "friendly ORK units/infantry" so they aren't locked to a clan.

Troops:

29x ARD BOYZ 3X Tankbusta bombz 1X nob with BC

9x shootaboyz (and nob)

10 grotz (my plan was to just hide these guys close to a point, because I sure as Mork am not paying for another runtherd, being the piratey git I am.

Dedicated Transport:

Trukk (unnamed) w/ big shoota


I was playing against Tau with 3 squads of drones around a Riptide. An ethereal, two Cadre fireblades, a commander in crisis battlesuit, a commander in coldstar battlesuit. a sun-shark bomber, a bunch of msu fire warriors, a bunch of msu pathfinders, 2 squads of stealth suits, 2 firesight marksmen all split up between a Brigade and a Battalion. He was playing Tau Sept and another one that allows one re-roll per squad and +1 leadership.

The mission was contact lost, the map: Hammer and Anvil. I got to choose sides so I took one with a nice terrain feature at the very back, deployed my ardboyz behind it with Jumpa and Wigglygob. three squads of grots in the front with Ol' Krumpsta behind them. Luckybitz was there too with his kff protecting Da Skallywagun and "Accidentally" missing the other trukk, which ALSO happened to be in range of his Riptide (Oohhh nooo) and just close enough to me 'ard boyz.

I deployed my gorkanaut (with nobs) and my Dreads in DeepStrike with Tellyporta Strike.

He had a huge amount of drops with all the MSU, so I got +1 to the roll and won first turn. On which I did nothing. My traktor kannonz shot at the Riptide because the sun-shark was out of range and met drones and 3+ invuln... as usual. Gitz don't even call dere big dredz "vehiclez", and don't even explode! shoddy kraftmanshipp that is!
Also used big shooters to whittle down a couple pathfinder units for next turn.

I also re-positioned some of my units, grots to objectives, tankbustas out of sight, and most importantly, the sacrifice trukk.

His first turn the sun shark moved up, dropped a bomb on my ardboyz, (only killing 4) and killed a traktor cannon for first blood. I then coaxed him to shoot down my trukk and IMMEDIATELY looted it. 3+ armor save boyz, bay-bey. 2 shoota boyz died jumping out but Raifkutta was fine.I realise now I could have also looted the mek gun, but it wasn't placed close enough. It IS a vehicle...

My second turn I moved up the tankbustas near to the center of the field with Lucky, The shoota boyz on foot moved up with Raifkutta, and then *BZZZZAP* here comes Sandy and the Tinead gitz, as close to the Riptide as possible. In the Psychic phase, Wiggly cast warpath on the ardboyz and smite on the sun shark, dealing 5 mortal wounds and three to himself . then Jumpa did Gorks' Work and sent those gits flying through the warp and right next to Sandy, also taking a mortal wound doing it.

Shooting phase! The skurvy squigs ripped the Sun-shark out of the sky, whooping and hollering at the explosion. (Units composed ENTIRELY of gretchin don't get klan traits, and I'm not sure if Mek gunz fits that definition, but regardless I didn't use it to trigger Compettitive Streak. Looking at it now, I could have, but I had prepared for this.

I then used the Freebooterz specific strat "KILL KROOZER BROADSIDE" to even further soften up some units, that were all bunched up. It worked well for this game, but I would advise against using it every game. Regardless, some pathfinders and fire warriors were reduced to 1-2 models left.

I then small arms fired at them with the Freebooterz that could, and Lucky combined with Da Skallywagun's Big shoota managed to finish a unit of pathfinders. 24" range is longer than you think, and suddenly Sandy unleashed a salvo of str6 shots hitting on a 4+ that decimated a unit of drones, and a flurry of big shoota shots that gravely hurt another. the rokkits whiffed, though. Then the Kaneads got some good damage in with their +1, and the boys... tried, I guess.

In the charge phase, enough drones had been killed to only leave one row in front of the Riptide, and Sandy lead the charge into both, taking 4 dmg along the way to non-fire warrior greater good, and getting 12" from 3d6 ramming speed with ere-we-go re-rolls, allowing her to shamble around the remaining unit of drones and deal some mortal wounds.
One of the kaneads made it into a squad of pathfinders, and the boyz announced a charge on the front drones and the Riptide and made it to the drones, losing 2 more to fire warrior greater good.

other charges were made with the Skallywagun (with tankbustas) and Lucky into some stealth suits.

The Kanead tore through the pathfinders with his saws, triggering competitive streak on Sandy, who then, after the boyz took out those pesky drones and piled in, tore into the Riptide on 2+ to hit, leaving it with 3 wounds left, The boyz then piled in, and finished it off.

My opponent then conceded.


Conclusion - Teleporting nauts is super great! and fixes the slog across the battlefield problem of dread mobs. BUT turn 2 and needing half your points on the battlefield means not everything should do it. expensive too. Raifkutta with his finkin cap generated warlord trait really helped keep some CP for shenanegans, though I'm more of a bad moonz/ Freebooterz fan. The freebooterz trait is super fun because you haff to use tak tiks but its worded weirdly so I can't really tell if it stacks or not, I played it as though it doesn't, though. Shame he RQ'd, I would've liked to see more of that game.

*edit* I messed up with the spoiler, sorry for an unwanted wall of text

This message was edited 1 time. Last update was at 2018/11/04 13:55:51


 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Wartrike seems to get crazy mean with any kulture i swear..

Since i have Bad Moonz orks im playing a more shooty list but not discounting melee, just not spamming pure melee guys.
I just noticed you can give the Deffkilla the Bad Moonz warlord trait to give it a 4++ and Supa Cybork Body for a 5+++ lol...

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in fr
Inquisitorial Keeper of the Xenobanks





France

Would you say the wait was worthy ? I have an ork opponent, he stopped playing some time ago because of Real Life but I might get him the ork codex to get him back to The Hobby. Orks vs Space Marines would be balanced ?

   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

EDIT: derp...

This message was edited 1 time. Last update was at 2018/11/04 14:30:53


An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in fr
Been Around the Block




So, are Kommandos and Stormboyz unneeded with all these new stuff? How would you kit out your Sneaky Boyz?
   
Made in fi
Hoary Long Fang with Lascannon




Finland

Might be obvious to some if not most but you can actually use Mek Guns' Grot crew as wound markers... Just remove a model for each wound and you don't have to bother with dice markers.

7000+
3500
2000 
   
Made in gb
Longtime Dakkanaut






 Weazel wrote:
Might be obvious to some if not most but you can actually use Mek Guns' Grot crew as wound markers... Just remove a model for each wound and you don't have to bother with dice markers.

This had not occurred to me. Nice idea!
   
Made in gb
Growlin' Guntrukk Driver with Killacannon




wolverhampton

So boys are still awesome but my god I am sick of moving hundreds of them. Need a brigade for all those tasty cps we actually have a use for now.
Troop load out thinking 30 Boyz, 10 boyz, 10 grotz, 10 grotz, 10 grotz, 10 grotz.
Gives me 40 boyz to da jump turn 1 and plenty of grotz to meat shield if I don’t get first turn.
Does this seem like a sensible start before I start sprinkling in the fun stuff?

mean green fightin machine 
   
Made in us
Nasty Nob





United States

Deffdread confusion. Can we use the CCW and the saw in melee or are those of us with three CCWs and a skorcha ripping an arm off? I am sure I am missing something.. right?

I am the kinda ork that takes his own washing machine apart, puts new bearings in it, then puts it back together, and it still works. 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

i've tried to fill a brigade a few times and every time i break 2k points, or i have like 0 boyz and just 60 grots for troops.

Which while an interesting idea to go solid mech.....probably not a wise idea.

Deffdread comment: It says nothing about not being able to mix saws and klaws as the replacement is one gun/klaw at a time, not all of them.
The wording on the extra attacks means you have to keep track of them, since you generate an additional attack with that saw/klaw.
Im on the fence if i like klaws or saws more. S9 vs S10, AP-2 vs AP-3, 2D vs 3D, but 5pts less (15pts across all 3 arms). Thats 45pts in a squad of 3 im saving, and quite frankly Saws are still quite deadly.

This message was edited 1 time. Last update was at 2018/11/04 15:50:52


An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in si
Foxy Wildborne







Brigades got a lot harder since I found out Minimeks can't take gun upgrades for cheap but useful Elites in Deffskull MSU. Will probably switch to 2 Battalions.

The old meta is dead and the new meta struggles to be born. Now is the time of munchkins. 
   
Made in us
Krazed Killa Kan






Has anyone run a footslogging list?

I am still on the fence about evil sunz and the deciding factor to me may be turns to close combat versus survivability of the unit at the new rate cost for a boyz mob.

I am afraid that teleporting a deathmob and hoping for turn 1 combat with strat spam is not my style.

Fang, son of Great Fang, the traitor we seek, The laws of the brethren say this: That only the king sees the crown of the gods, And he, the usurper, must die.
Mother earth is pregnant for the third time, for y'all have knocked her up. I have tasted the maggots in the mind of the universe, but I was not offended. For I knew I had to rise above it all, or drown in my own gak. 
   
Made in gb
Growlin' Guntrukk Driver with Killacannon




wolverhampton

Anyone thought about how they will fill their hq requirements?

mean green fightin machine 
   
Made in gb
Dakka Veteran





Was thinkin of a foot list useing mobs of grots out front and the 1 cp strat of grot shields to protect my mega nobs (yes i know trucks/wagons are better but i dont have any) from damage with a runt herd with squig hound to help pass the inevitable moral tests could also run them out front of boyz or any other infantry unit.
   
Made in us
Krazed Killa Kan






So you would go grot shield above, let's say KFF and painboy bubbles?

Fang, son of Great Fang, the traitor we seek, The laws of the brethren say this: That only the king sees the crown of the gods, And he, the usurper, must die.
Mother earth is pregnant for the third time, for y'all have knocked her up. I have tasted the maggots in the mind of the universe, but I was not offended. For I knew I had to rise above it all, or drown in my own gak. 
   
Made in de
Regular Dakkanaut




Any thoughts about going first and "Prepared Positions" stratagem? Puts a serious dent in ranged damage output, especially against MEQ, so build lists around going second?
   
Made in gb
Longtime Dakkanaut




BAN wrote:
Anyone thought about how they will fill their hq requirements?


Likely a pair of Wierdboyz (have one currently) then pretty basic Warbosses for the advance then charge aura, keep them reasonably cheap as plenty locally love snipers.

the big mek with KFF is crying currently.

Until I get more models limited to just two HQ here
   
Made in ru
!!Goffik Rocker!!






Played a 2.5k pt game today. 2 ork players vs a knight and primaris player.
Lists were pretty good but not too optimised as noone had planned for such a game.

Here are a couple highlights and thoughts:

- we had 3*30 boyz. They were still good. Evil sunz boyz are really fast. You will definitely make more charges than before. But keep in mind that you most likely won't be able to use grot screens after you move.
Had a chance to use endless greentide. Was worth it. Especially from a psychological pov. Also, it's basically another deepstrike. It combos pretty well with grot screens t1 if you don't get 1st turn or if you decide to get a bunch of grots up front. Maybe with a wierdboy or 2 cp. Not sure yet.
For smaller games, for footsloggers at least 2x30 boyz are a must. And we need to clear out screens

- grots are needed now. We need tons of cp to work now. And boyz are more expensive. Also, grot shields are pretty good to eat damage turn one so that you can have a couple boyz left to use an endless greentide if the enemy decides to finish the boyz off. Also, can combo with a wierdboy deepstrike to eat frightening overwatch for something like meganobz. Anywayz, if you don't have grots, get ready to buy a bunch. You DO need those cp.

- meganobz were good. The best part for me as i have a lot of them. We ran 2x10. Deepstrike strategem and a price cut was all they needed. We ran basic manz - 350 pt for a unit. We ran them as evil sunz. Was worth it. One squad one-shot a knight with a fight twice strategem. Though we managed to eat overwatch with a grot screen

- bosses are noticeably more expensive. But a relic klaw and warlort traits are pretty good. They are still needed for hordes. A relik claw boss with a wierdboy'z buff and a strategem to fight after death has ok chances of killing a knight outright. Who else can do it for 80 pts

- wierdboyz are just as good as before. +3 casting cap is mostly enough

- index biker boss is still one of the best hq. If it's still legal. I'm not sure. I ran a bad moon biker boss with a klaw and a blunderbuss relic with a kskorcha. It did a number on those primaris marines and even overwatched a couple wounds away from a knight before getting stomped into the ground

- bad moon tankbustas are dead killy vs vehicles with a shoot twice strategem. We got first blood one-shotting a baby knight. Also, got 6 wounds through 4++ on a large one. All from 12 tankbustas. Not cheap and fragile though. But a cheaper trukk makes this combo a tiny bit cheaper than before

- smasha gunz were pretty good. Don't know about kmk but smashas are definitely worth it now. An averafe of 1 hit per gun. Not bad for merely 31 pt.

- koptas were still not amazing but much better for points as they went 20-ish points cheaper.

- burna bomber hasn't changed much

After all, orks won handily. We have improved mobility, a lot more good options. Codex is strong. We're back. WAAAAAAGH!

This message was edited 1 time. Last update was at 2018/11/04 18:11:10


 
   
 
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